Larian Studios
Finally ...

I want the old voice back *smile*

Hello, everyone.

Well, finally I got the game (version by Digital Jesters) because I wanted a game with speech plus novella.

It was quite expensive for me, but I wanted it.

Now, here are my first impressions :

1. The Death Knight's voice. I want the old one back. I liked it much more than the new one. Okay, the new one is in a way good as well, but doesn't hit my own image I had, how a DK "should" speak.

Currently, I'm accommodating, adapting to the voice (I mean "getting used to it" - german "gewöhnen"), but I still want the old one back.

Now I understand why people found the new voice simply "annoing" and "sounds like Kermit". I had had this feeling, too.

Anyway, the actor did do quite a good job with his talents - it's only different. He had to do it differently than the first one.

2. The voice of the Skull. Very early, before meeting (or rather "hitting") the torture master, there's a strange skull.

Its voice is horrible !

I liked the first voice (the one of the Demo) much more (I'm still believing it was much better).

The new voice sounds like a German who is cultivating (or at least stressing) his accent ! It sounded horrible in my ears !!!

But anyway, in English ears this might sound funny; no-one expects an English-language-version of a game being bought by a German meanwhile there is already a German-language-version of the game out there (but without voice at all).

3. The first Battlefield.

It's lots of fun ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> I liked it very much ... although I was quite astonished to find quests there, but no monsters at all !

Well, until I found the bridge ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

It's really great and quite innovatinve, T believe, Larian made a good Job out of it ! <img src="/ubbthreads/images/graemlins/up.gif" alt="" />

The only annoying thing is how big it is - underground, I mean. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

4. Skills and Items.

I'd like to have a better explanation on the skills somewhere. Maybe as a website addition on www.larian.com ? In the good tradition of the "Specials", complete with screenshots and explanation how to apply it ?

For example "sharpen" : I have absolutely no clue how to apply it. By chance I found out tht I can right-click on an item (found it later in the handbook <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> ) , but the "sharpen" command is grayed out. How do I apply it, then ?


Additionally, I'd like to have a list what the Charms do. I don't remember it from <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> anymore, so I fear I must experiment (or read in the Forum). I think an explanation would be a good thing.

As conclusion, I believe that a "website addendum" would be a good thing, like what "Wizards of the Coast" does with (A)D&D.


Well, at last I'm having lots of fun now, and I'm really enjoying the game. Good work ! <img src="/ubbthreads/images/graemlins/up.gif" alt="" />

(And can I get a Patch with the old voice ? Please ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> )

Greetings,

Alrik.


P. S. : This list will be updated as I proceed throughout the game.

Hi Alrik! Glad you finally got the game, and will be very interested in your on-going thoughts...

Agree the DK's voice is a bit jarring at first, but I got used to it rather quickly. Imp voices were rather good, imo. But a few NPC's later in the game are quite awful <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> -- a couple of merchants sound okay when you first speak with them, but have completely different (and rather horrible) voices when you open their trade window! (Have since tried a few other games with really good voices & voice acting... but really boring gameplay <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" /> ... BD got the important bits right!)

Overall, I had a blast with the game, and expect you will, too!
The weapon being Sharpened must be in the inventory of the character who has learned the skill, and that character needs to be selected as the leader, IIRC.

charm effects
One of the quirks I've found is the Alchemy skill :

1. want to make potions out of the Mushrooms in the Battle fierds !

2. Although one party member has the skill, I could never make potions (apart from the fact that it sounds quite weird, making potions without needing top have bottles with you <img src="/ubbthreads/images/graemlins/silly.gif" alt="" /> ) : the options were always greyed out.

Now by accident I found out why : The person who has thisskill must have ALL alchemy plants in his inventory !
Well, as I'm proceeding, I've found my first serous bug : It's a graphical bug.

A ring-shaped thing, which is called a "Bone Spear". Well, I thought, a spear doesn't normally look like a ring ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

I've not managed to apply it yet, and yes, I've found even two of them ! Both in the Battlefields, Level 2 !

The bone ring/spear is not an uncommon find in the BF. IIRC, someone said it can be equipped as a ring, and it adds to your weapon damage. Hopefully the next patch will fix this item.
Well, if I can't apply it as a ring, then I'll sell it. I don't use spears normally. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Well, I've run into my second serious bug :

Accidentally, within the Battlefield Dungeons, my hero raun *through* a wall, is now located in "black space", and doesn't come bavk ! Any time I try, the character doesn't go back to the normal gangway. I guess it's time for some hex-editing now. <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />

That could solve the mystery of small red dots, which represent enemies in the BF map, but which are unreachable, because they remain unseen and to be within "black space".

Somehow, there's a way, then ...

By the way, somehow some merchants from the BF are in the Diary Quest-Log adressed as males "he" instead of "she", although they look female ... <img src="/ubbthreads/images/graemlins/think.gif" alt="" />
If your DK is still in the play area, you can have him use an entrance or go up/down some stairs to teleport the hero back into the play area. Leaving the BF and re-entering would also work.

Some monsters can be placed outside the map in the BF, and more rarely, part of a dungeon level can be inaccessible from the other section.
Well, I've checked it : Leaving the BF and re-enter it later works - at least for me. I guess it works for everyone else, too. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
In the main game you can also enter and exit the BF to get someone back into the play area, as long as the character still in the play area is the one who enters the BF.
I've run into my third serious bug : It's like the one I've described before, only with the difference that it was in the barracks. I had to reload an older game.

Place where this occured : <span class='standouttext'>Spoiler : </span><span class='spoiler'>It was almost directly at the entrance, after climbing the stairs from the previous level. North from that, there is a room with a picture that hides something.</span>

The DK got stuck, and not even BF and back helped.

Ive got a question, so I put it into spoiler tags that no-one can accidentally read it :

<span class='standouttext'>Spoiler : </span><span class='spoiler'>How do I open the Lave stream ? Is this supposed to be done by the characters ?</span>
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<span class='standouttext'>Spoiler : </span><span class='spoiler'>How do I open the Lave stream ? Is this supposed to be done by the characters ?</span>

Hi Alrik

<span class='standouttext'>Spoiler : </span><span class='spoiler'>I don't know if you are in act 1 or act 2.
There is lava in both acts.

My answer is about act 2.

You don't open the lave stream yourself.
You just have to play the game.
Someone else will open it for you.
Have you visited the prison in the citadel island ? </span>

Finally ... I want the old voice back too <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" />

Barta
Thanks, Barta. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

How do I know in which act I am ? I have just defeated the minions of Samuel, and went some corridors back, if you understand what I mean. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
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How do I know in which act I am ? I have just defeated the minions of Samuel, and went some corridors back, if you understand what I mean. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

I guess you are at the end of act 1 and you have a problem with the forge.

<span class='standouttext'>Spoiler : </span><span class='spoiler'>You nead some coal, some salt and some sulfur to make an explosive. </span>
Uh, I had *never* thought of *that* ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />

That was a good riddle ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />

Thanks, Barta ! Without you I wouldn't have solved it - or *much* later ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />
I've got two new questions :

<span class='standouttext'>Spoiler : </span><span class='spoiler'>Has it influence on the story if I just use the exit and don't open the Lava hatch ?

And is it normal that the ancient stone-biter bites you ?</span>
The only difference between exiting act 1 by the stairs or by blowing up the forge is that you get a bit of experience for the latter.

Yes; it also uses magical attacks.
Okay; I used the firrst variation, and accidentally overwrote the savegame with which I wanted to try the second variantion. <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> So I just used the stairs.

The Tibar are cute ! And so are the Stone-Biters ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />
I can assure you that most people dont think that stone biters are "CUTE" when they start with their "beserk" spells and you just CANNOT get them to die..... they sit on 0 hitpoints left for the whole duration of the spell, while you are popping health potions as if its smarties (sweets).

as for the tibar.... they are cute, as long as they STAY neutral.... <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />

when they become your sworn enemy because you stepped on uncle bob's left toe, they only cute when you have a archer on agressive.

I have used both variations through my couple of games.... i do miss one thing though..... if blow up the citadel, it SHOULD give you a cutscene of how the place explodes.... or at least just make some "ka-boom" noices <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
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as for the tibar.... they are cute, as long as they STAY neutral....


Yes, that's what I meant. For both. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
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LadyRain:
I can assure you that most people dont think that stone biters are "CUTE" when they start with their "beserk" spells and you just CANNOT get them to die..... they sit on 0 hitpoints left for the whole duration of the spell, while you are popping health potions as if its smarties (sweets).


But only the Ancient Stonebiters are dangerous and aggressive from the start - the normal ones are cute and defenseless <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />
As for Tibars => I like these Jumping Beans with their turquoise eyes very much. Heaven knows how often I reloaded, cause they got in my way. And I like their intelligence => running away and leading the gamer into trouble.
I agree totally at liking the intelligence.... it was well coded.... in reality, that doesnt make the tibar any more lovable when you run into 5 earth elementals (all of which is shaking your planet into shreds)

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- the normal ones are cute and defenseless


I am not convinced <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> they may SEEM cute and defenceless....

but then again.... i may not like having to kill them , but i DO LOVE the extra XP they provide <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
Let me put it as this : I like the way they look. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Besides, the Stone-Biters remind me of the Armadillo ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Maybe I should start play <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> again... (I'm just about to end act 1, just has to clean out the BF wich is just as boring as useless <img src="/ubbthreads/images/graemlins/sleepey.gif" alt="" />(ie I only do it out of principe)).
Where do I run into these "cute" and "defenceless" little buggers? I shure hope it's not soon...

Übereil
Hehehehhehe you meet the the ancient stone biters VERY early in act 2... but only about 3 of them, so not too bad....

AS for the rest, they are neutral, but make SURE you dont step on uncle-bob-who's-married-to-jane-the-daughter-of-mary-daughter-of-linda-daughter-or........................ 's left toe.....
What is she talking about? I hope I will know in time. Well, now I only have to clean out BF lvl 3 in act 1, then it's time for ACT 2 (and hopefully this game will get somewhere... Act 1 is quite boring acually. Espessially the second time)

Übereil
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AS for the rest, they are neutral, but make SURE you dont step on uncle-bob-who's-married-to-jane-the-daughter-of-mary-daughter-of-linda-daughter-or........................ 's left toe.....


<img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

yea Stone-Biters have the same family sense than tibars...

but they are really funny and cute if not defenseless...

ubereil you can't miss them... so you will find out soon enough!
Shure I will.
Hm, I wonder why this one is called *ancient* Stonebiter ... <img src="/ubbthreads/images/graemlins/think.gif" alt="" />
Built up enough "ancient" anger? By viewing its young comrades getting killed over and over again for XP? Therefore explodes anciently?
Kiya
Uh, I see. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Help, I'm kind of stuck. How do I proceed - what do I do in Act 2 ? I'm outside now, have talked to everyone, visited a certain building, but have no clue ...
Did you rescue both imps in the prison? If so, Tax should lead you across the lava to the imp village, where there is lots of stuff to do.
Oh ... two ?
normally, one is (verbally) leading you to the other (whoever is the first you free)... if you go in all cells you can't miss them...
(well maybe someone won't miss you either but it is also another prob...)
I've rescued the second one first ... and then didn't notice there was still a cell locked ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

The Imp Village Illness is sooo sad ! <img src="/ubbthreads/images/graemlins/cry.gif" alt="" /> I was almost crying as I heard these voices, honestly.

I'm a little bit thin, at the moment. <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" />
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The Imp Village Illness is sooo sad ! <img src="/ubbthreads/images/graemlins/cry.gif" alt="" /> I was almost crying as I heard these voices, honestly.


Kill all the imps in the village you will get XP points and the village will not look sad anymore.

Barta
Well, I'd rather try to cure them from their illness. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Me too. When I get back that is, I ran into the Necromancer who summon you to the Cursed abbey. Is it smart to reload an earlier quicksave in order to avoid this in favour of doing it later? Could be nice to know.

Übereil
Uff ! I've met that Necromancer, too, and it was hard work ! The level there is quite hard, imho !

My advice would be that you try to test this out, how good you can fight against them.

By the way, I've left quite lot good stuff on the Battlefield of Act 1 and now everything's lost ! <img src="/ubbthreads/images/graemlins/cry.gif" alt="" /> Thank God I took the most interesting things with me. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
I'll do that (will make a safetysave though...).

I didn't leave anything in BF lvl 1. I sold everything I didn't use (or wasn't supposed to use).

Übereil
I reloaded the first time I was summoned just because I was in the mood to explore the village, rather than hack and slash in the cursed abbey (though it is not that large). You get summoned the first time you try to leave the imp village, so it doesn't make a lot of difference when you do it.
I see.

Oh... Any possibility (xeopt for the Battlefield) to get some extra experience before going to the Abbey?

Übereil
There are a few quests you can do in the village, and a couple merchants where you may be able to find better equipment, but other than the BF that is about it for preparing for the cursed abbey. Actually, I didn't find the abbey that hard, though did need to advance slowly in a couple places so I didn't get overwhelmed with opponents.
You've exactly written what I meant : You must proceed slowly for not to be overwhelmed.
I'll do that... later. For now I better go to sleep, since staying up too late totaly screws up my rythm of the day (ie I won't be able to fall asleep on Sunday and another ie I will be pretty tired on my first class of the week with happens to be the lesson where we hacve all the important loectures on biologhy, and being pretty tired on every single of those lectures won't help me in getting good grades). So, nighty night, everybody (including you who just woke up).

Übereil
"Hero's Quest ... how long does the end-animation normally take ? I had two times the feeling as if it wasn't played correctly, leaving the chars motionless and helplessness in the area about.
There is a bug with the Hero's quest. Don't worry.
I tried several times with this quest and then it worked.

Barta
Hero's quest... Isn't that an old Amigagame <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />.

Übereil
First it was a boardgame. I still have it too. It was cool because you had 3D playing peices and furniture for the dungeon map. They should re-release it, much better than the Lord of the Rings boardgames they have out now...
If that's a reference, then it could be kind of an Easter Egg - but I rather think it's too complicated to be an real Easteregg.

Does there exist a list for such things in <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> ?
<span class='standouttext'>Spoiler : </span><span class='spoiler'>How do I mix the Spider Queen's Web with the Mushroom ?</span>
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<span class='standouttext'>Spoiler : </span><span class='spoiler'>How do I mix the Spider Queen's Web with the Mushroom ?</span>

<span class='standouttext'>Spoiler : </span><span class='spoiler'>Drag the mushroom extract over the spider queen's web to create the spores antidote.
Then wake up one imp after the other</span>

Barta
Thanks. I had mistaken the bottle for the green mushroom. I thought I needed the latter. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
I've noticed two things :

A A workaround for the "Hero's Quest" problem : If you carefully approach the site where the Imp Hero stands, then you must click on him, then everything is okay.

B A glitch regarding the "Helpless Imps" Quest from the south-west corner of the village (question above) : If you mix the medicine and use it with the helpless imps, then everything is okay. The diary marks the quest as "solved". If you *later* click on the mixed potion, then an entry in the diary is made which says that the potion is ready, but must still be used on the helpless imps. The quest is then turned into "unfinished".

If you have found any Easter Eggs, then please add them to my list ! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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I've noticed two things :

A A workaround for the "Hero's Quest" problem : If you carefully approach the site where the Imp Hero stands, then you must click on him, then everything is okay.

B A glitch regarding the "Helpless Imps" Quest from the south-west corner of the village (question above) : If you mix the medicine and use it with the helpless imps, then everything is okay. The diary marks the quest as "solved". If you *later* click on the mixed potion, then an entry in the diary is made which says that the potion is ready, but must still be used on the helpless imps. The quest is then turned into "unfinished".

[color:"yellow"]If you have found any Easter Eggs, then please add them to my list ! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />[/color]

@ Alrik

I don't call these two things "Easter Eggs". I call them "Bugs". <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" />

Barta
<img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

I guess you know how I meant it, eh ? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Three annoying things :

- I don't understand the teleporter riddle ... if that's a riddle at all !

- I've given the second summoning doll the skill "elemental missile". The doll doesn't use it. Why ? Not as secondary, not as primary skill.

- Third : I *saw* a teleporter pramid in the north ... as I approached, it disappeared !
Do you mean the 3 triangular teleporters in the north east of the fire forest? There is a corner of the teleporter that points in the direction it will teleport you...
Once you have the teleporter stones... <span class='standouttext'>Spoiler : </span><span class='spoiler'> teleport onto the east island using the teleporter pad, drop a teleporter stone, then take the triangular teleporter back. Use the teleporter stone to get onto the east island, then take the triangular teleporter to the western island.</span> (highlight the text to read)

Did you select the summoning doll, select that skill as either the primary or secondary skill, and click to attack? IIRC if you have an instant elemental attack as a primary skill and the character is set to aggressive, they will attack on their own. I think people mentioned that a different spell as a primary skill you would have to tell it to attack to start, but then it would continue on its own. With a spell selected as a secondary attack, there was no automatic casting even in aggressive mode. It is something like that anyway (I have not played a mage).

The teleporter stone you saw is actually the second of the pair. As you entered the little mushroom forest, there was a chest partially surrounded by rocks. Open the chest...
Strange ... the chest didn't contain a teleporter stone ... and the one I mentioned ... I could see it, but it disappeared as if it had been an illusion. <img src="/ubbthreads/images/graemlins/confused.gif" alt="" /> Is this a bug ?
Did you open the chest? It doesn't matter if the mouse-over description says it contains nothing, open the chest.
Hm, don't remember.

Well, now I understand why you've insisted on that ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />

Apart from that, it's kind of sad to see that the Ranaar have almost vanished ... <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />

Well, I've found a key, but what for ?

And where's the Alchemist ?
Do you mean the key on the western island with the triangular teleporter pad? That opens a chest in the spider forest, about half way along the western edge. For all the effort it took to get the key, there is not much of value in the chest, though.

The alchemist is in the fire forest east of the village, in a cave not too far from the entrance. Before getting the quest to find him from the chieftain's son, the cave will be empty.
Ah, I see.

Since I don't know what to do next, I'm currently in the Battlefields. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

I feel a bit as if I'm stuck; I've solved all of the quests (although I couldn't find the "exiled spider" anymore), and I'm kind of saddened that I see everywhere remains and artifacts of the Ranaar, but nothing living. <img src="/ubbthreads/images/graemlins/cry.gif" alt="" />
There are a few live Raanaar in act 3.
1. Are the items in the BF quests visible via pressing ALT ?

2. How does the Rune Stone look like ?

I'm in a battlefield, in the last area, where there is supposed to be something , but I cannot find anything there, no item, no enemy. Everything is looking like the "underground maze" from Act I.
BF quest items should show up with the alt key, AFAIK, unless perhaps they are obscured behind a wall, or something. I have not been doing the BF dungeons, so never got a quest for a rune stone. My guess is that it would look like a stone. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

BF quest items and monsters are placed randomly on the third levels of the dungeons, so it is possible for any particular dungeon to have none, one or multiple items or boss monsters.
I see. Hm ...
I guess I must search further on ...

Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 27/10/04 06:21 PM
I think I've found quite a severe bug : If you meet enemies in the BF who are trapped in a "black area", you know, the area filled with black colour where normally no-one can go into , and you use the Shaman's Hammer, then you'll get an instant Black Screen !

Everything is black, except minimap, and user interface.

You'll get your view back via reloading, but using the hammer again, even in normal (non-black) areas, the same thing happens again !

I think this needs to be fixed !

I use 1.45, English version.
Posted By: Raze Re: Finally ... Severe Bug found ... - 28/10/04 05:46 AM
When the screen goes black, can you double click on a character's portrait or use the screen refocus hotkey to bring it back?
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 28/10/04 05:42 PM
Well, since I've deleted that particular savegame, I must reconstruct things.

Getting the focus back - why, since I cannot see anything ?

Everything on the minimap is displayed totally normal - I can even see blue & red dots (party & enemies).

I could play on - using the minimap only. But that's nonsense, see ? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

The bug happens seemingly in those very rare cases (I#ve seen them several times now), when you not only see the enemies in the "black area" as red dots on the minimap, but also when you can *reall* see them ! It's like looking through a crack in the wall or something. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Then the hammer gets its focus, I mean it "knows" where to land on (enemies, of course <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> ) , and then everything gets black - except UI and minimap, of course.

Saving and reloading brings the normal sight back, but anytime I use the hammer, even on normal enemies in sight-line (I've tried this), the game "crashes" again insofar that everything gets black - like I described.
Posted By: Raze Re: Finally ... Severe Bug found ... - 28/10/04 09:39 PM
[color:"orange"]Getting the focus back - why, since I cannot see anything ?[/color]

Because it may simply be a case of the screen focus jumping to a black area when you use the Hammer skill, rather than focus remaining on your characters and the screen turning black. If so, then re-centring the screen focus would be a much easier, though still annoying, workaround than saving and reloading.
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 29/10/04 09:10 AM
Isee, but when I lose focus, this might be displayed in the minimap as well, no ?

I mean - while everything is black, I can still see the chars and their current location on the minimap - and normally both correspond (right spelled ?) with one another, or am I wrong ?
Posted By: MASTER_GUROTH Re: Finally ... Severe Bug found ... - 29/10/04 09:44 AM
sorry alrik but i think you're wrong here... the characters are at the same location so there is no reason the minimap changes... as raze was pointing it out it is probably just the camera focus that changed...
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 29/10/04 10:45 AM
Then I must find that area again where it happened, and try it out. Might take a while.

But still I don't understand : Where should the focus go to ?
Posted By: MASTER_GUROTH Re: Finally ... Severe Bug found ... - 29/10/04 11:00 AM
IIRC, it happens only when you're exploring a zone and are near a black area or when you're on the borders of a BF dungeon... so the focus goes into that black area... it's a bug, but an easily fixed one... anyway if that was that! (there is always the possibility that it was something else... but from you describing it...)
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 29/10/04 01:21 PM
As I've lived to see that, it happened only when I used the hammer.

I'm going to find an aqrea where I can test this - and probably send you a savegame. But it might well take a while.
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 29/10/04 09:54 PM
Well, I don't understand it.

I've tried it several times, using the hammer on enemies located in the "black area" - and nothing happened !

I tried to recreate it *exactly* as it was before (couldn't find the origional place again), and nothing happened !

Everything stayed normal, without losing the focus.

Now I'm asking my self : Why was it losing the focus then, and why didn't it now ? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

Apart from that a few things I've noticed :

- the "bone spear rings" only appear on a certain layout of the BF - I mean with a special "design", making the place of finding look like the dungeon where you find Edmond (or was it Abbe ?) early in the game - the same style of walls. Nowhere else.

- If you want to get *really* useful, valuable stuff, then you should look out for few bookcases and wardrobes in the BFs, especially bookcases. I've recently found two DK swords in them, having a luck value of around 70 <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

- every BF has a few bosses, so far I've seen <span class='standouttext'>Spoiler : </span><span class='spoiler'>spider bosses and ghost bosses</span> and the ancient stone biters are the most dangerous creatures there !

- What are "power arrows" ? (Nowadays I tend to say "errors" instead of "arrows" ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> )
Posted By: Raze Re: Finally ... Severe Bug found ... - 30/10/04 01:29 AM
Power arrows do piercing damage (42-90), so are basically a more powerful version of normal arrows (5-12 piercing).
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 30/10/04 08:36 PM
I see.

Now I'm kind of stuck ... I've mde all quests in the Imp village, except the illness. How do I proceed further on ? I've talked to the Shaman and to the Chief and his son ...
Posted By: Raze Re: Finally ... Severe Bug found ... - 30/10/04 10:02 PM
You need to talk to more imps than that. Many of the sick imps live in the northern section of the village, but not all imps there are sick.....

minor <span class='standouttext'>Spoiler : </span><span class='spoiler'>Take the path north west of the chieftain's house, and talk to the imp in the second house on the right, then report to the chieftain's son.</span> (highlight the text to read)

When you get the quest to find some ingredients to make a cure, make sure you complete that last, since it leads to the end of the act, and you may not be able to do any unfinished quests in the imp village.
Posted By: AlrikFassbauer Re: Finally ... Severe Bug found ... - 31/10/04 10:37 AM
Thanks, Raze. As far as I can see it, my only left quest is the "re-triggered" "Helpless Imps" quest - as I've described above.

I'll talk to all of the Imps, then.
Posted By: AlrikFassbauer Re: Finally ... Im Village ... - 31/10/04 07:57 PM
I've found a greenish-looking mushroom - is that the ingredient needed for the Alchemist ?

It also says that it "lloks tasty" - I once accidentally clicked on it, so the hero named Hero <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> eat it - does it have any effects ?

I've colected the other ingredients while earlier "tours" through the areas around the village ...
Posted By: Raze Re: Finally ... Im Village ... - 31/10/04 08:14 PM
The tasty mushroom raises the Luck of both characters when eaten (by 3, IIRC). The ingredients needed for the alchemist are all in the fire forest where his cave is located.
Suggestion for askill : Recycle traps. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> Sometimes, I find traps, and I wonder, since there is the skill "disarm trap", T believe that "recycle trap" must be feasible as well. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

It would come in handy on some occations - or even "convert" an already laid-out trap (by enemies of the own party / character(s) ) towards enemies of the own character(s). <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Posted By: Raze Re: Finally ... Suggestion for Skill ... - 31/10/04 09:24 PM
There is a 'Turn Traps' skill to turn an opponent's trap against them, which you can learn from the assassin Sigurd in act 3, or from Keith in the BF of act 3 or 4.
<img src="/ubbthreads/images/graemlins/eek.gif" alt="" />

I just entered Act III ... forgot the time about that. <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />

I was very shocked about what became of Anlokam ... <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />

I hope that I help her, one day ... <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />

<span class='standouttext'>Spoiler : </span><span class='spoiler'>It really hurts me, having *such* an "item" in character's backpack ... <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" /> </span>

Edit : I think I've found two minor graphical bugs :

- at one side, big crystals sometimes have a "side" which is black, near the root.

- In the "Lost Monks" cave, there's a Skythe called "Defender" , but in the Imp Hunters cave there is a staff with exactly the same name ...

And the area is gigantic ! <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> It needs hours to be explored ! <img src="/ubbthreads/images/graemlins/eek.gif" alt="" />

Edit : Next Edit : <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Two more annoying things, maybe minor bugs :

- In the crystal forest, where someone had tried to get pieces from a crystal (far west of the northern crystal forest), the shovel is labelled as a mace and the other tool as a club. I think this needs to be corrected.

- The set items I've found around the Imp village, seem to be "gerdaded" at act III to mere normal items - no sign that reads that these were once set items before that act. I think this needs to be corrected as well, because I find it quite ... dull to have set items only in one act. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Posted By: AlrikFassbauer Re: Finally ... Buggeria ... - 02/11/04 12:42 PM
Well, I've accidentally experienced "the hammer thing" another time.

Now I can reconstruct it as the following :

If I let the "hammer" "land" in an area that is outside the sight-line (everything that can be seen by the chars, and is normally lit), then the focus gets lost - everything becomes black, seemingly.

A double-click instantly brings the focus back to the chars, no matter where that "black-out" (litarally ! <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> ) had been.

So it's not really a bug, or at least something minor. It's annoying, anyway.

The last thing I actually wonder is, where the focus actually "travels" to ... <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> I mean which coordinates, since everything is black: <img src="/ubbthreads/images/graemlins/think.gif" alt="" /> Can't be an ordinary map-area, I guess. <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

Edit : And I've found another *real* bug :

If I give a ummoning doll something that is too heavy, an item might get "lost". I gave the third summoning doll a mace-like weapon, and I got constantly the message "this is too heavy", while thestamina went to 0. Meanwhile, the replaced weapon ( I did a double-click on the mce-like weapon to thus replace the sword the doll had in one hand) disappears. I mean diisappear : it's completely lost afterwards !

I think <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> had this bug once , too ... <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" />
Posted By: AlrikFassbauer Re: Finally ... - 04/11/04 10:01 PM
I've found a key on a barrel in a battlefield - but no locked chest in sight - is that normal ?
Posted By: Raze Re: Finally ... - 04/11/04 10:07 PM
The random keys found in the BF are not associated with any locked chests, and can be ignored.
Posted By: AlrikFassbauer Re: Finally ... - 04/11/04 10:12 PM
I'm puzzled : No matter what I ask, you have an answer, and most of the time a (seemingly) correct one. How do you do that ? <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />

<img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Posted By: Barta Re: Finally ... - 04/11/04 10:29 PM
Quote
I'm puzzled : No matter what I ask, you have an answer, and most of the time a (seemingly) correct one. How do you do that ? <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />

<img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


Alrik, are you testing Raze about his knowledge of the game ? <img src="/ubbthreads/images/graemlins/eek.gif" alt="" />
Shame on you <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" />

Barta
Posted By: AlrikFassbauer Re: Finally ... - 04/11/04 10:46 PM
lol, no. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

<span class='standouttext'>Spoiler : </span><span class='spoiler'>By the way... the Temple is the far most ... "shivering" part of the game ... I played it yesterday late in eve evening and couldn't stop until it was late at night ... it was so ... deep to ascend ... It felt partly like my story "The Adorant".</span>


Posted By: Barta Re: Finally ... - 04/11/04 10:55 PM
Quote
lol, no. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

<span class='standouttext'>Spoiler : </span><span class='spoiler'>By the way... the Temple is the far most ... "shivering" part of the game ... I played it yesterday late in eve evening and couldn't stop until it was late at night ... it was so ... deep to ascend ... It felt partly like my story "The Adorant".</span>

<span class='standouttext'>Spoiler : </span><span class='spoiler'>If you enjoy the act 3 and the temple you will enjoy more the act 4 and the academy.
From act 1 to act 4 the story of beyond Divinity gets better and better.
I feel sad for the people who are not able to appreciate the magic atmosphere of this game. </span>

Barta
Posted By: AlrikFassbauer Re: Finally ... - 04/11/04 11:07 PM
Oh, Great ! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

I think this will be very exciting ! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

<span class='standouttext'>Spoiler : </span><span class='spoiler'>Hey, in a way it's a bit like a dream come true : My story performed in a game ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> </span>
Posted By: Barta Re: Finally ... - 04/11/04 11:13 PM
Quote
<span class='standouttext'>Spoiler : </span><span class='spoiler'>Hey, in a way it's a bit like a dream come true : My story performed in a game ... <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> </span>

<span class='standouttext'>Spoiler : </span><span class='spoiler'> Maybe you could write stories for RPG games.
I would like to imagine quests for your stories. </span>

Barta
Posted By: AlrikFassbauer Re: Finally ... - 04/11/04 11:19 PM
<span class='standouttext'>Spoiler : </span><span class='spoiler'>Yes, or I I'd ask Larian to make a game out of my own fantasy Universe ! <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> </span>
Posted By: Titarius Re: Finally ... - 05/11/04 08:34 AM
<span class='standouttext'>Spoiler : </span><span class='spoiler'>Why do you have to write things, which are not part of the game, in Spoilers?</span>
Posted By: Barta Re: Finally ... - 05/11/04 12:28 PM
Quote
<span class='standouttext'>Spoiler : </span><span class='spoiler'>Why do you have to write things, which are not part of the game, in Spoilers?</span>

<span class='standouttext'>Spoiler : </span><span class='spoiler'>WHY do you answer using the spoiler code <img src="/ubbthreads/images/graemlins/confused.gif" alt="" /> <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" /> <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" /> </span>

Barta
Posted By: AlrikFassbauer Re: Finally ... - 05/11/04 08:33 PM
I don't want to spoil the experience of/for other readers. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />
"We barely managed to survive a heavy assault of Black Ring Clerics and Mages. However, this was not only our problem."

"What was it, then ?"

Afterwards, our first summoned Doll refused to talk ... err ... walk."


Actually, I have this problem now. Does anybody know what I can do against it ?
It happened in the first Battlefield of Act 4. I've already zipped the "dynamics" folder (didn't want to delete it completely) except the "don't remove" file. Didn't work.

Alrik.
Posted By: Raze Re: Doll refuses to talk ... err ... walk. - 03/02/05 07:45 PM
Have you tried unsummoning the doll and summoning it again in a different location?

Is the summoning doll encumbered? With the 1.47 patch, the overweight penalty was changed to not being able to move.
Unsummon ... how do I do that ?

Actually, it's a little bit more complicated than that.

The Clerics or the Mage made a heavy greenish clod - poison ?

So all stats went down - also strength and stamina.

While the characters had no vital problems with that (they wre suddenly displayed without their weapons or armoury that needed a huge strength), the firsk doll <span class='standouttext'>Spoiler : </span><span class='spoiler'>(the Skeleton)</span> just stood there, with stamina set to 0 , and couldn't move.

Well, that remained the case even after the assault, with all foes defeated. It just stood there, the stamina NOT recuperating, and couldn't move.

At that point I overwrote my last savegame.

Now comes the weird thing : I decided to let the "party" go out of the entrance into nature - the doll disappeared. As I re-summoned it all items were gone ! Everything ! Not just the armoury/weapon(s), but also everything the doll carried !

I was kind of shocked and saved into a new savegame and reloaded an earlier savegame (the one I had saved before this one). There I tested a little bit, only to find that the items were not gone, but the doll still refused to walk. I even took verything off, but it wouldn't walk.

Now I'm going to relead an earlier savegame (only two or three days ago) if I cannot find any solution.

And, yes, I have 1.47.

Alrik.
Posted By: Raze Re: Doll refuses to talk ... err ... walk. - 03/02/05 10:57 PM
You can unsummon by clicking on the doll again in your inventory (ie you can toggle the summoning doll on and off by clicking the doll statuette repeatedly). This can be useful to avoid the time penalty when re-summoning right away if the doll is otherwise unsummoned (by using an entrance, teleporting, being killed or running out of range).

The clerics' Disease spell should wear off for the summoning dolls as well. Maybe part of the problem is that the skeleton doll starts off so weak?

Can you try a stamina potion, to see if that helps the doll? It should at least allow it to move, and may kick start the normal regeneration.
Well, the view shows the stamina back to normal. But even then it doesn't want to walk !

Posted By: Lady_Rain Re: Doll refuses to talk ... err ... walk. - 04/02/05 06:14 AM
And the doll isnt carrying anything???? WHat is the weight it shows in stats? (If there is any weight, scroll down in every window in your inventory to make sure that something wasnt hiding out of view)

Try to overload your skelly, then select the skelly alone to move somewhere.... (it wont move), then take everything off your skelly and try to move the skelly alone again.... maybe at some stage your skelly was overburdened, but when you removed it, it didnt update the weight in your stats...

I had it once (long before 1.47) where one of my dolls wouldnt move with the group, but it did move alone. After that it started working in the group aswell.
In the last savegame it doesn't move no matter whether it carries something or not.

I'll try your advice, though.

Edit : Something's gone completely wrong.

I've tried it. I get the message "too heavy" and "encumbered", but it simply isn't possible to overload the doll with the stamina going down to 0 as result. It doesn't.

I've put the weight of over 7000 ... hm, what's the measure ? - against about 1600 possible. So it *must* be totally overloaded, but still the stamina doesn't go down.

The only thing that irritates me is the pink spriral around the doll every time I summon it again. It's kind of a graphical "sickness time" sign or am I wrong ?

I'm clueless what to do next.
Posted By: Lady_Rain Re: Doll refuses to talk ... err ... walk. - 04/02/05 05:03 PM
hmmm that pink spiral is a spell..... THe citadel mages are famous for casting those, and while they are active you cant move....

So we are dealing with a spell that doesnt wear off like it should....

hmmmmmm raze.... this is your speciality.... where are THOSE dynamics kept????

(i still want to be the alien that abducts raze and "absorb" all his game knowledge )

Who said Raze isn't an alien who absorbed all the gaming knowledge of all the other gamers <img src="/ubbthreads/images/graemlins/think.gif" alt="" />
Quote
hmmm that pink spiral is a spell..... THe citadel mages are famous for casting those, and while they are active you cant move....

So we are dealing with a spell that doesnt wear off like it should....


Okay, another piece of the puzzle ...

I couldn't know that.
Posted By: Lady_Rain Re: Doll refuses to talk ... err ... walk. - 04/02/05 08:12 PM
<img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" />

Quote
Who said Raze isn't an alien who absorbed all the gaming knowledge of all the other gamers


I think you may be more correct than we want to admit <img src="/ubbthreads/images/graemlins/alien.gif" alt="" />

@ Alrik
I assume you have deleted the dynamic folders already.... just in case the problem is hiding in there.... i am clueless as to where spell information is stored.... and raze seems to be busy abducting another memmber's gaming info... since he is taking longer than his usual 3.5 minutes reply time <img src="/ubbthreads/images/graemlins/alien.gif" alt="" />

hmmmm i wonder if you can cast spells on party members..... i havnt tried yet.... maybe if we can get the poor doll to be hit by the same spell again, we can bump the spell timer a little..

Ok, i think these should be the last words for the evening..... i just took my melatonin (natural sleepy stuff) so my mind is starting to dream while i am on my feet.... <img src="/ubbthreads/images/graemlins/sleepey.gif" alt="" /> <img src="/ubbthreads/images/graemlins/sleepey.gif" alt="" /> <img src="/ubbthreads/images/graemlins/sleepey.gif" alt="" /> <img src="/ubbthreads/images/graemlins/sleepey.gif" alt="" /> <img src="/ubbthreads/images/graemlins/sleepey.gif" alt="" />
Posted By: Ubereil Re: Doll refuses to talk ... err ... walk. - 04/02/05 08:16 PM
Sleeping pills? You know, my aunt died from sleeping pill poisoning... (Some 11 years before I was born, but still...).

Maybe you should just had let me sing you a lullaby...

Übereil
As I wrote above, I've already zipped the dynamics folder of the act 4 (that's where I'm in, so to say), deleting everything except the .ZIP file.

So it must be somewhere else, I guess - maybe in the savegame after which the dynamics files are newly "developed" ?
Posted By: Ubereil Re: Doll refuses to talk ... err ... walk. - 04/02/05 09:05 PM
Yeah! Delete your savegames [Linked Image]!

Übereil
<img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> *air ! need air!* <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" />
Posted By: Raze Re: Doll refuses to talk ... err ... walk. - 04/02/05 09:33 PM
Try selecting the summoning doll alone, and then click on a chest or piece of equipment on the ground a moderate distance away, and see if that will get it to move.

So even with everything removed from the doll the weight does not drop?
That happened to me once selling everything a doll had, but simply handing him a small object and moving it in his inventory updated the weight he was carrying.

The pink spiral is a time penalty that prevents the doll from being used right away after summoning if it just died or ran out of bounds. If you move the mouse over the doll (and maybe the portrait) it should show a timer counting down the remaining penalty, IIRC.
If you click on the doll statuette to unsummon it, you will not get the penalty if you resummon it right away.
Well ... it wouldn't move. Evrything seems to be okay (bars representing stamina, life, mana are full), it doesn't matter whether the doll has any equipmment or not - it won't move.

And the circle - that' what I had expected. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Edit : Well, I've decided to send a savegame out, if you want to investigate it, Raze, or anybody else.

But it's zipped 3,8 MB big, and that needs about half an hour sending via my analog connection. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> So I won't do it this evening.

By the way, does there exist a freeware-compressor which uses the RAR format ? I'm looking for quite some time now for a program that can compress filesinto RAR format as a freeware program.
Posted By: Raze Re: Doll refuses to talk ... err ... walk. - 04/02/05 11:20 PM
I can take a look at the saved game, but I don't know how much more I can try that you have not already done.

There are no freeware programs that support compressing to the rar format, AFAIK, and due to licensing issues I don't think there can be. For compression, I usually use 7-Zip; it achieves a better compression ration for zip files than other programs, and its own 7z format can be much better (can be made self-extracting, so the file recipient would not have to have 7-Zip, and with the 4.x beta it supports multivolume archives).

freeware archive managers
Thanks. Maybe I'll rather use an older savegame, then.
Posted By: AlrikFassbauer Re: Poison reduces strength ... - 08/03/05 09:05 PM
Hello, everyone.

Remember the thing I mentioned above with the doll ? well, it was an poisenous assault which caused this ...

Now I've experienced something similar.

In the Battlefield the chars were attacked by a Black Ring Mage, who tried to poison them - the green clous were visible.

While they attacked him, they didn't see that another one wass standing right behind them (although a few metres away) - and was constantly putting his heavy green clouds on them. It was almost too late as they fought them. (A Black Ring Cleric suffered from these clouds as well - this was the first time I saw a Black Ring Cleric ... erm ... "cough".)

Now comes the "funny" thing : Only a few minuts ago I had upgraded them with skillpoints - both (DK & Paladin) had round 60 points strength.

NOW, their strength has dropped to around 45 - and seems to be permanent !

I must check this, but I'm playing for about 5 minutes now and it won't go away.

So I fear that the effect of poison is not very good balanced ... I fear that no-one has tested the chars being assaulted by poisenous clouds for 10-20 sconds - constantly. I'm not sure, of course, but this is the second "glitch" I see with poison.

Alrik.
Posted By: AlrikFassbauer Re: Poison reduces strength ... - 24/03/05 06:45 PM
Suggestion : I'd like the Tooltips of the Crystals to appear even when I place them into the Crystal Bag.

And what the heck kind of magic spell is that poison cloud the Black Ring Mages speak so often in the Battlefields ? Can the chars learn that, too ?
Posted By: Raze Re: Poison reduces strength ... - 24/03/05 11:02 PM
I think the spell you are referring to is Wizard | Body Magic | Offensive | Disease, which reduces all primary stats. It can be learned in act 2 from a ghost in the imp village, in act 3 from the temple mage merchant or from 'Zandalor' on the ruins island, and in act 4 from a book in the summoning level.
Posted By: AlrikFassbauer Re: Poison reduces strength ... - 24/03/05 11:38 PM
Hm, looks interesting. I think I'll give it a try.

About suggestions : I'd like to see an "auto-defending" feature. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> If I go away, fetching a glass of water, and leave the chars alone <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> I'd like them to automatically defend themselves when being attacked.
Posted By: AlrikFassbauer Re: Poison reduces strength ... - 01/04/05 11:06 PM
Well, I'm through it.

It was a strange feeling ... well, at the moment I cannot say anything else. Hope the Raanaar survive somehow.

Alrik.
Posted By: deadmike Re: Poison reduces strength ... - 28/09/05 07:27 PM
nooo arrggg you monsters!!!

the black ring mages are tearing me apart. the green cloud strips me of my stats, then my guys loose all there good weapons (because they dont have the stats for them) then become incredibly encumbered.

ok, i tried to resolve this by giving my guys weapons that werent hugely stat dependant. this helped kill off the baddies. but im still getting my hide whooped because the mages are doing 150+ damage a whack.

i wonder if the "permanent" stones were supposed to come into play here [possible bug?]

i just cant get anywhere in the dungeons on act iv. am i using the stones incorrectly? also my teleport pyrimids have strangely vanished making this set of dungeons the worst.

sorry if this has been covered before.
Posted By: Raze Re: Poison reduces strength ... - 29/09/05 12:51 AM
It is by design that you loose the teleporter stones on entering act 4. <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" /> When the imp gave them to you he said he would be back to get them, but there is no cutscene or anything to explain that that is why they are missing.

Which dungeon are you having a problem with? The BF dungeons are randomly generated, but for the main game there are Maps as well as a Strategy Guide to consult, or you can describe the dungeon and the stones you are trying to use.
Posted By: deadmike Re: Poison reduces strength ... - 29/09/05 10:20 AM
its not so much the dungeons as the overall battlefield itself. the black ring mages just seem to have me over a barrel. the fact that they can reduce my guys to weaklings then slap them with 150+ damage just seems... unreasonable!!

as foolish as it may seem now, i made both my guys fighters.

also the rocks you pick up in the ranaar laboratory (with the colour button puzzle) they say "permanent strength" etc. but i cant find a way to use them. i kept them handy incase they could be used, and this junction of the game seemed perfect... but no...
Posted By: AlrikFassbauer Re: Poison reduces strength ... - 29/09/05 10:25 AM
Have you worked with the resistencies of your chars ? Crystals, for example ?
Posted By: deadmike Re: Poison reduces strength ... - 29/09/05 10:30 AM
yeah, i usually keep extra large crystals of each kind until i find a specific ressistance to focus on. i spent ages picking up beer bottles from the dungeons for a paltry amount of gold so i could save up for the extra large crystals.

like most things in the game, there must be a method to dealing with them.
Posted By: Raze Re: Poison reduces strength ... - 29/09/05 11:59 AM
Two melee fighters are at a bit of a disadvantage against ranged opponents, particularly mages. If you can switch one to a bow or crossbow, that would let you start hitting them sooner, which will interfere with their attacks. The act 1 summoning doll can equip a crossbow, though even leveled up he is not very tough (note: summoning doll upgrade skills can not be unlearned).
Other than that, if you approach slowly you should hopefully be able to take on a couple at a time. If you run into a group, you could withdraw, and those that followed you should spread out a bit, and you might be able to turn and fight the closest, while the others were still catching up.

There are individual and party based Cure Disease spells, which have lower mana requirements than the offensive version (learn from Annabelle in the BF of acts 3-5, or Elder Ansukar on the summoning level in act 4). As warriors your characters probably do not have a lot of mana, but they may still be able to counter the spells of one or two mages. Even if you can just buy yourself a few more seconds or so to attack and defend at full strength, it might make a significant difference.


There is no use for the permanent rocks. The Larians may have been planning to do something with them that didn't get implemented, or they could just be a red herring. You could always enter and exit the BF repeatedly, checking the BF merchants for holy water, to make permanent alchemy potions.
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